Respect is everything. Join one of the rival gangs – seven, to be exact, including the Yakuza, Scientists, Looneys, Rednecks, Zaibatsu, the Russian Mob and Hare Krishnas. Earn your respect with each gang. Reap the benefits with all manner of shady work-for-hire gigs contracted your way. And climb your way to the top of the criminal pile.

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GTA2 Editing Compendium

Level Design/Theory Tutorial

Documentation originally written in the very early 2000s by the GTA2 Editing Compendium. Mirrored here for archival purposes.


Reading the style files

Reading the style files is fairly easy. The .STY files are separated into sections - a four letter identification code, then a 32-bit number saying how long all the data is (to convert this to a decimal number, you first have to reverse the 4 four bytes - e.g. E8 40 00 00 should be reversed to 00 00 40 E8 which is the correct number - 16616) and finally all the data. There is an official "GTA2 Style Format" document here, but this page attempts to explain it in a different (and hopefully simpler) way.
Note: Lots of the info here comes from the official documentation and hasn't been tested, so it may not all work...

GBST
This is the header - "GBST", followed by BC 02 (700 - the version number).

PALX
This contains a list of which palettes to use for all the tiles and sprites (in that order - to work out the palette for a sprite, add that sprite's number to the total number of tiles before looking for the right palette) as 16-bit numbers (reverse first and then decimalise). Pretty simple, really - though I didn't realise until Sam Jessup told me...

PPAL
GTA2 uses 24-bit colour, but all the graphics are still stored with only 8 bits (256 colours) each, and there must be somewhere where all these 256-colour palettes are stored.
The PPAL section contains all these palettes, stored in blocks of 65,536 bytes (64Kb). In each 64K block, the palette information is stored:

Screenshot 2023 05 13 222957

So it has one byte of blue, one byte of green, one byte of red, and one byte with a value of 0, for each of the 64 palettes, repeated for each of the 256 colours. This is then repeated for each of the other 64K palette blocks (the palette data is always rounded up to 64Kb, so you get a whole number of blocks with some black palettes at the end).
The GTA2SFE can extract all the palettes from the style files and save them as JASC (PSP) .pal files, or you could download the wil.sty palettes here (includes a greyscale palgrey.pal, which is useful for car editing) as a 300Kb ZIP file.

PALB
The 'palette base' section lets the game know where in the PALX section to look. There is a set of 16-bit numbers, for tile, sprite, car_remap, ped_remap, code_obj_remap, map_obj_remap, user_remap, and font_remap. For tiles, to find the real palette number you just look in the PALX section. But to find a sprite's palette, you have to add the number of tiles to the sprite number and then look in PALX. So to find the palettes for car remaps, you start in PALX at (tiles + sprites) then look for car_remap palettes.

TILE
Here's where all the tile graphics are stored. They're all 64x64 pixels and seem to use the first 32 (or less) palettes. And that's about all there is to say...

SPRG
It's the sprite graphics section, so it just contains all the sprite graphics. They are all fitted togethet in 64K blocks, with empty space filled in colour 128 (though it doesn't actually matter what colour it is).
All sprites must be between 2x2 and 128x64 pixels in size (actually, I think it's up to 128x128 pixels), and the heights and widths must be even numbers.

SPRX
This section contains some information on the sprites - firstly a 32-bit offset (same backwards format as mentioned near the top of this page), saying where it is in the SPRG section (so an offset of 0 would mean it starts right after the section length bit after SPRG). This is followed by a single byte width and a single byte height. Finally there are two 0 bytes, which are probably just there to make each record 8 bytes long.

SPRB
Consists of six 16-bit numbers, which are the numbers of car, ped, code_obj, map_obj, user and font sprites. Cars start at sprite 0, peds start at (0 + cars), map_objs start at (0 + cars + peds + code_objs), etc.

DELS
Oh no! Deltas! Come back in a while, and I might be able to understand it!

DELX
Oh no! Deltas! Come back in a while, and I might be able to understand it!

FONB
First is a 16-bit font count, followed by [font count] 16-bit fonr bases. All the fonts start with !, and are in ASCII sequence, so you can work out the sprite number of a font by fonts base + font base + ASCII value of char - 33 (fonts base is worked out from SPRB)

CARI
(see the Style Format documentation for descriptions on what all the bits do)
Firstly there are single byte numbers for model, sprite, width, height, nummber of remaps (for later), maximum number of passengers (not including the driver), wreck graphic to use, and rating. The rating lets the game know how many of that car it should create in a specific area:
1: Bad
2: Bad × 2
3: Bad × 3
11: Average
12: Average × 2
13: Average × 3
21: Good
22: Good × 2
23: Good × 3
99: Not recycled (e.g tanks)
But the ones in the game only seem to use 1, 11 and 21...
Then there are four signed integers for front and rear wheel offsets, and front and rear window offsets (relative to the center of the sprite). Because they're signed, you should subtract 256 if they're >= 128 to get the proper value.
info_flags and info_flags_2 are single bytes each, and store information about the cars (one piece of on/off information per bit). The following thing shows the things you can change (look in the documentation for the full description):

  • Unjumpable by pedestrians
  • Has emergency lights
  • Has roof-lights (come on with headlights)
  • Can be used as articulated cab
  • Can be used as articulated trailer
  • Has 'for-hire' lights (e.g. taxi)
  • Has roof decal (e.g. TV Vans)
  • Has rear emergency lights
  • Can drive over other cars (e.g. tank)
  • Has popup headlights

Next there are num_remaps bytes, storing the possible palette remaps available to that vehicle (find the real palette by looking in PALX, starting at car_remap base)
Next is a byte which states how many doors there are, then twice that many bytes - each door has signed x and y bytes, saying where the door is relative to the center of the sprite.

OBJI
Single byte model, then single byte sprites>, for each map object. model states which model it is (each has a unique number), and sprites is the number of sprites for it.

PSXT
For PlayStation version of GTA2. PlayStation GTA2 is not editable. Can't be bothered to write information which has no use. :-P

RECY
Recycling information ('recycling' is when cars are randomly created on the roads). One byte for each vehicle to be included in recycling, in ascending order, and with a maximum of 64. Ends with 255.

Style File Editor
To aid people in style file editing, I've made a Style File Editor (very original name, eh?). The current version is 0.9a (a beta version), and can be downloaded here.
There is also the STYed program by Gain Software, which actually lets you edit the graphics files (the GTA2SFE is currently only a Style File Viewer)

Editing Car Graphics

Editing cars is not all that complicated. First you need to draw the car using one of the palettes from 167 to 201. To help you decide which palette to use when drawing the car, refer to the picture below:

allcars

(it's a PNG image, so older browsers may be unable to view it)


carpals The picture on the right may also be helpful - it has one of the car palettes on each line, so you can see what colours stay similar and what change. So, for example, choosing the reds near the end of palette means that it'll always be red. Choose the earlier colours, though, and it'll appear in lots of different colours throughout the game.
You ought to work out which car you want to replace and find how big it is so that your car fits in the space - any overlap might affect surrounding sprites, and anyway you ought to make it a similar shape to another car so that you can have correct lights, doors, crash marks, collision detection, etc (I'm working on changing that, so soon your car can be any shape or size...)
Once you've drawn the car, you'll need a greyscale palette (the easiest way is by starting a new image with 'greyscale' colours, then choosing Colors...Save Palette). Load this into the car image, using Maintain Indexes (shouldn't that be "indices"?). The car will now have weird grey colours. Copy it to the clipboard, then paste it over one of the existing cars in the wil.sty file and save (make sure you have the file opened at exactly 256x25325 and with 0 header, or some of the data may go missing! The file will increase in size by a few bytes, but that doesn't matter) You're now ready to use your brand new car!
If you feel like cheating a bit, you could wait until I've released the GTA2 Style File Editor, which can currently replace any of the vehicles for you - much easier than copying and pasting. It should be available soon.
Unfortunately, the lights and doors and crash marks will probably be wrong - if you know where to set these, please tell me!

GCI files

GCI Files contain all the vehicle statistics - speed, friction, and that kind of stuff. The exact format is (according to the car editor hidden in "GTA2 Manager"):

{%s}
%d {model}
%d {turbo}
%d {value}
0 {pad}
f%1.3f {mass}
f%1.3f {front drive bias}
f%1.3f {front mass bias}
f%1.3f {brake friction}
f%1.3f {turn in}
f%1.3f {turn ratio}
f%1.3f {rear end stability}
f%1.3f {handbrake slide value}
f%1.3f {thrust}
f%1.3f {max_speed}
f%1.3f {anti strength}
f%1.3f {skid threshhold}
f%1.3f {gear1 multiplier}
f%1.3f {gear2 multiplier}
f%1.3f {gear3 multiplier}
f%1.3f {gear2 speed}
f%1.3f {gear3 speed}

{model} refers to which name it has in the .gxt file (a Cop Car has a {model} of 12, and "car12" in e.gxt is "Cop Car"), and what vehicle it actually is from the following list:

00) ALFA
01) ALLARD
02) AMDB4
03) APC
04) BANKVAN
05) BMW
06) BOXCAR
07) BOXTRUCK
08) BUG
09) CAR9
10) BUICK
11) BUS
12) COPCAR
13) DART
14) EDSEL
15) CAR15
16) FIAT
17) FIRETRUK
18) GRAHAM
19) GT24640
20) CAR20
21) GTRUCK
22) GUNJEEP
23) HOTDOG
24) HOTDOG_D1
25) HOTDOG_D2
26) HOTDOG_D3
27) ICECREAM
28) ISETLIMO
29) ISETTA
30) JEEP
31) JEFFREY
32) LIMO
33) LIMO2
34) MEDICAR
35) MERC
36) MESSER
37) MIURA
38) MONSTER
39) MORGAN
40) MORRIS
41) PICKUP
42) RTYPE
43) CAR43
44) SPIDER
45) SPRITE
46) STINGRAY
47) STRATOS
48) STRATOSB
49) STRIPETB
50) STYPE
51) STYPECAB
52) SWATVAN
53) T2000GT
54) TANK
55) TANKER
56) TAXI
57) TBIRD
58) TOWTRUCK
59) TRAIN
60) TRAINCAB
61) TRAINFB
62) TRANCEAM
63) TRUKCAB1
64) TRUKCAB2
65) TRUKCONT
66) TRUKTRNS
67) TVVAN
68) VAN
69) VESPA
70) VTYPE
71) WBTWIN
72) WRECK0
73) WRECK1
74) WRECK2
75) WRECK3
76) WRECK4
77) WRECK5
78) WRECK6
79) WRECK7
80) WRECK8
81) WRECK9
82) XK120
83) ZCX5
84) EDSELFBI
85) HOTDOG_D4
86) KRSNABUS

(that list is from the GTA2script compiler, miss2.exe - these are what you should call vehicles in the mission scripts)
{pad} is always 0, which seems a bit pointless really. {value} might be the cost of the vehicle in thousands of dollars, but I'm not sure. All the others ought to be self-explanatory.

GTA2script

GTA2script, the mission scripting language for GTA2, is vital if you want to make your own missions for GTA2 (I think you already guessed that...)
GTA2script has very extensive documentation - over 100 pages - but there are still some things which have been missed out. The compiler, miss2.exe, contains the definitive list of these all the functions and other thingies that are available. This page contains all the lists which are incomplete in the official documentation, and also includes my descriptions of how to use all the functions, including those which which have been missed out of the documentation).
I can't guarantee that anything is correct, but it ought to be. If you know something which isn't here, please let me know!

So, here it all is:


no description probably means it's obvious
? before description means I'm guessing (i.e. it's not in the official documentation and I haven't fully tested it)
??? means I haven't got a clue
'see doc' means I can't be bothered to copy it from 'GTA2 Scripting.doc'

Vehicle Types
ALFA
ALLARD
AMDB4
APC
BANKVAN
BMW
BOXCAR
BOXTRUCK
BUG
CAR9
BUICK
BUS
COPCAR
DART
EDSEL
CAR15
FIAT
FIRETRUK
GRAHAM
GT24640
CAR20
GTRUCK
GUNJEEP
HOTDOG
HOTDOG_D1
HOTDOG_D2
HOTDOG_D3
ICECREAM
ISETLIMO
ISETTA
JEEP
JEFFREY
LIMO
LIMO2
MEDICAR
MERC
MESSER
MIURA
MONSTER
MORGAN
MORRIS
PICKUP
RTYPE
CAR43
SPIDER
SPRITE
STINGRAY
STRATOS
STRATOSB
STRIPETB
STYPE
STYPECAB
SWATVAN
T2000GT
TANK
TANKER
TAXI
TBIRD
TOWTRUCK
TRAIN
TRAINCAB
TRAINFB
TRANCEAM
TRUKCAB1
TRUKCAB2
TRUKCONT
TRUKTRNS
TVVAN
VAN
VESPA
VTYPE
WBTWIN
WRECK0
WRECK1
WRECK2
WRECK3
WRECK4
WRECK5
WRECK6
WRECK7
WRECK8
WRECK9
XK120
ZCX5
EDSELFBI
HOTDOG_D4
KRSNABUS
NONE


Char Occupations
ANY_ELVIS                 \
ANY_EMERGENCY_SERVICE_MAN  \ primarily for bonus checks. Count as any
ANY_GANG_MEMBER            / dummy of this type
ANY_LAW_ENFORCEMENT       /
ARMY                     ?army soldier
BANK_ROBBER               bank robber (but what does it do?)
CARTHIEF                 ?car thief
CRIMINAL                 ?a criminal (what does a 'criminal' do?)
CRIMINAL_TYPE1            like a criminal, but hates criminal type 2, and will not shoot any criminal_1
CRIMINAL_TYPE2            hates any criminal_type1
DRIVER                   ?driver of any vehicle
DRONE                    ???
DUMMY                     normal pedestrian
ELVIS                    ?member of an elvis group
ELVIS_LEADER             ?leader of an elvis group
FBI                      ?special agent
FIREMAN                  ?fireman
GUARD                    ?guards an area
GUARD_AGAINST_PLAYER     ?guards an area but only against player
MUGGER                    attacks one random character nearby and promptly runs away
NO_OCCUPATION             just used for START_BONUS checks
POLICE                   ?cop
PSYCHO                    a 'psycho' who randomly walks around the city killing other characters
REFUGEES                 ???
ROAD_BLOCK_TANK_MAN      ?person at tank roadblocks
SPECIAL_GROUP_MEMBER     ???
STAND_STILL_BLOKE        ?bloke who stands still
SWAT                     ?swat team member
TANK_DRIVER              ?driver of a tank


Char Objectives
DESTROY_CAR                       shoot and destroy car. second_item is the car
DESTROY_OBJECT                    shoot and destroy object. second_item is the object
ENTER_CAR                        ?enter car (second_item) - but how?
ENTER_CAR_AS_DRIVER               enter car (second_item) through driver's door
ENTER_CAR_AS_PASSENGER            enter car (second_item) through passenger door
ENTER_TRAIN                      ?get in a train
FIRE_AT_OBJECT_FROM_VEHICLE       shoot an object (second_item) (for tank guns)
FLEE_CHAR_ALWAYS_ONCE_CAR_STOPPED\
FLEE_CHAR_ANY_MEANS_ALWAYS        \
FLEE_CHAR_ANY_MEANS_TILL_SAFE      \ second_item is character to flee from
FLEE_CHAR_ON_FOOT_ALWAYS           /
FLEE_CHAR_ON_FOOT_TILL_SAFE       /
FLEE_ON_FOOT_TILL_SAFE           /
FOLLOW_CAR_IN_CAR                 follow car (second_item) in another car. must be in a car
FOLLOW_CAR_ON_FOOT_WITH_OFFSET    follow car (second_item), at [integer] degrees (relative to the vehicle) and [floating] distance
GOTO_AREA_ANY_MEANS              ?like next two, but by car *or* foot
GOTO_AREA_IN_CAR                  see doc
GOTO_AREA_ON_FOOT                 see doc
GOTO_CHAR_ON_FOOT                 see doc
GUARD_AREA                        guard his current area (?)
GUARD_SPOT                        guard where he is
KILL_CAR                         ?destroy car
KILL_CHAR_ANY_MEANS               see doc
KILL_CHAR_ON_FOOT                 see doc
KILL_FRENZY                      ???
LEAVE_CAR                         get out of the car it's in (second_item)
LEAVE_TRAIN                      ?get out of the train
NO_OBJ                            act like normal dummy ped
PATROL_ON_FOOT                   ?carry out patrol route?
PUNCH_CHAR                       ?punch char (second_item)
TIME_WAITED_IN_CAR               ???
TURRET_PUT_OUT_CAR_FIRE          ?presumably for fire trucks. just don't give them flamethrowers instead...
WAIT_IN_CAR                       wait in the car - don't drive off
WAIT_ON_FOOT                      wait on foot - don't walk off


Threat Search Types
NO_THREATS
LINE_OF_SIGHT
AREA
AREA_PLAYER_THREAT_ONLY
LINE_OF_SIGHT_PLAYER_THREAT_ONLY
AREA_PLAYER_ONLY
LINE_OF_SIGHT_PLAYER_ONLY


Threat Reaction Types
NO_REACTION
REACT_AS_EMERGENCY
REACT_AS_NORMAL
RUN_AWAY


Weapons
[ char weapons: ]
PISTOL
MACHINE_GUN
ROCKET_LAUNCHER
ELECTRO_GUN
MOLOTOV
GRENADE
SHOTGUN
ELECTRO_BATON         works, but causes no damage -- not meant to be in the game
FLAME_THROWER
SILENCED_MACHINE_GUN
DUAL_PISTOL
WEAPON_11            \
WEAPON_12             \ don't work
WEAPON_13             /
WEAPON_14            /
[ car weapons: ]
CAR_BOMB
CAR_OIL
CAR_MINE
CAR_MACHINE_GUN
TANK_GUN
WATER_CANNON
CAR_FLAMETHROWER
JEEP_GUN
CAR_BOMB_INSTANT  only useful for remote-controlled cars (explodes immediately)
WEAPON_24        \
WEAPON_25         \ don't work
WEAPON_26         /
WEAPON_27        /
[ other: ]
NO_WEAPON        used in kill frenzies


Object Types
No description means I don't know what it is, or it doesn't work, or it's not useful.
'knockable' means it is knocked about whenever you walk or drive into it
BIN_LID                knockable
BOLLARD                grey things at bottom of stairs etc to stop cars
CONE                   knockable
BOXES                  knockable
BLASTER
RUBBISH                knockable
BIN                    bin
ANIMATING_OIL
OIL                    oil patch (slippy)
MINE                   mine (explosive)
BUSH                   knockable (but look awful)
CRATE                  knockable
FOOTY                  knockable (football/soccer ball)
HARDBOX                knockable
NEWSDIS                knockable
OILDRUM                knockable
TYRE                   knockable
HYDRANT_LID            knockable
HYDRANT                hydrant with lid
HYDRANT_UNLID          hydrant without lid
ROADBLOCK              police roadblock barricades
BENCH                  knockable (but only with car)
PACKAGE                knockable
TOWER
EXPLODE_MEDIUM
SMALL_ARROW
BLOOD_SPARK
PARTICLE_SYSTEM
FIREJET
SMALL_BROWN_SKID
SMALL_GREY_SKID
SMALL_RED_SKID
MEDIUM_BROWN_SKID
MEDIUM_GREY_SKID
MEDIUM_RED_SKID
CAR_CROSSING
CAR_STOP
BIG_WHITE_SKID
MEDIUM_WHITE_SKID
SMALL_WHITE_SKID
ROCKET
BUS_STOP_MARKER
CAR_SHOP               see doc
BUSY_CAR_SHOP
MOLOTOV_MOVING
HUGE_RED_SKID
HUGE_WHITE_SKID
HUGE_BROWN_SKID
HUGE_GREY_SKID
TANKTOP
ANTENNA
ANIMATING_RUBBISH
DEAD_RUBBISH
MOVING_CONE
MOVING_BIN
MOVING_BIN_LID
PHONE                  telephone
PHONE_RINGING
PHONE_DEAD
BRIEFCASE              red briefcase in blue circle
RED_PHONE              red phone
RED_PHONE_RINGING
YELLOW_PHONE           yellow phone
YELLOW_PHONE_RINGING
GREEN_PHONE            green phone
GREEN_PHONE_RINGING
SHOT
FLAMING_BULLET
FIRE
WATER_BULLET
COLLECT_00             green rotating pistol
COLLECT_01             green rotating machine gun
COLLECT_02             ...rocket launcher
COLLECT_03             electrogun
COLLECT_04             molotov cocktail
COLLECT_05             grenade
COLLECT_06             shotgun
COLLECT_07             electrobaton
COLLECT_08             flamethrower
COLLECT_09             silenced machine gun
COLLECT_10             dual pistol
COLLECT_11
COLLECT_12
COLLECT_13
COLLECT_14
COLLECT_15             vehicle bomb
COLLECT_16             oil
COLLECT_17             mine
COLLECT_18             machine gun
COLLECT_19
COLLECT_20
COLLECT_21
COLLECT_22
COLLECT_23
COLLECT_24
COLLECT_25
COLLECT_26
COLLECT_27
COLLECT_28             multiplier powerup
COLLECT_29             life powerup
COLLECT_30             health powerup
COLLECT_31             armour powerup
COLLECT_32             get out of jail free powerup
COLLECT_33             cop bribe powerup
COLLECT_34             invulnerability powerup
COLLECT_35             double damage powerup
COLLECT_36             fast reload powerup
COLLECT_37             electrofingers powerup
COLLECT_38             respect powerup (doesn't work?)
COLLECT_39             invisibility powerup
COLLECT_40             temporary gang powerup (multiplayer only)
COLLECT_41
COLLECT_42
COLLECT_43
COLLECT_44
[MOVING_COLLECTs seem to be identical to COLLECTs, so I'm not listing the descriptions twice]
MOVING_COLLECT_00
MOVING_COLLECT_01
MOVING_COLLECT_02
MOVING_COLLECT_03
MOVING_COLLECT_04
MOVING_COLLECT_05
MOVING_COLLECT_06
MOVING_COLLECT_07
MOVING_COLLECT_08
MOVING_COLLECT_09
MOVING_COLLECT_10
MOVING_COLLECT_11
MOVING_COLLECT_12
MOVING_COLLECT_13
MOVING_COLLECT_14
MOVING_COLLECT_15
MOVING_COLLECT_16
MOVING_COLLECT_17
MOVING_COLLECT_18
MOVING_COLLECT_19
MOVING_COLLECT_20
MOVING_COLLECT_21
MOVING_COLLECT_22
MOVING_COLLECT_23
MOVING_COLLECT_24
MOVING_COLLECT_25
MOVING_COLLECT_26
MOVING_COLLECT_27
MOVING_COLLECT_28
MOVING_COLLECT_29
MOVING_COLLECT_30
MOVING_COLLECT_31
MOVING_COLLECT_32
MOVING_COLLECT_33
MOVING_COLLECT_34
MOVING_COLLECT_35
MOVING_COLLECT_36
MOVING_COLLECT_37
MOVING_COLLECT_38
MOVING_COLLECT_39
MOVING_COLLECT_40
MOVING_COLLECT_41
MOVING_COLLECT_42
MOVING_COLLECT_43
MOVING_COLLECT_44
BOMB
BIG_BROWN_SKID
BIG_GREY_SKID
BIG_RED_SKID
BULLET
TRAFFIC_LIGHT
RED_FOOTPRINTS         small bloody footprints
BLOOD                  blood splat
CROSSING
SPARK
PISTOL_BULLET
BONUS_TOKEN            little 'gta2' token
TASER_BULLET
SOUND_INSTANT
INVISIBLE_TARGET
POWERGEN               big yellow 'power generator'. goes to powergen_dead when destroyed
POWERGEN_DEAD
INVISIBLE_DESTRUCTIBLE
GENLITE
INVISIBLE_DEAD
TUNNEL_BLOCKER
REMOTE


Damage Types
NOT_DAMAGED
BY_VEHICLE
BY_TRAIN_TRACKS
BY_OWN_VEHICLE
BY_EXPLOSION
BY_DROWNING
BY_POLICE
BY_DUMMY_CAR           ?presumably it's just any normal, boring, unspecific car
BY_PUBLIC_TRANSPORT    ?attack of the killer bus!
BY_UNKNOWN_WEAPON
BY_PUNCH
BY_GUN
BY_CAR_BOMB
BY_FIRE
BY_FLAMETHROWER
BY_GRENADE
BY_MOLOTOV
BY_ROCKET_LAUNCHER
BY_ELECTRO_WEAPON
BY_SHOTGUN
BY_WATER_CANNON
BY_CAR_MINE
BY_ANY_FOOT_WEAPON      how can you operate a weapon with your foot?
BY_ANY_WEAPON

Functions
These are all the possible function-type things. I'm working on full descriptions for all of these (mainly I'll copy it from the documentation, but there are some things (like STORE_CURRENT_RESPECT and IS_GROUP_IN_AREA) which I'll have to experiment with)

CHAR_DATA
CAR_DATA
OBJ_DATA
ARROW_DATA
COUNTER
THREAD_ID
GENERATOR
DESTRUCTOR
CRANE_DATA
CONVEYOR
CRUSHER
CREATE_THREAD
STOP_THREAD
EXEC
ENDEXEC
LEVELSTART
LEVELEND
GOSUB
GOTO
MISSIONSTART
MISSIONEND
CREATE_CHAR
CREATE_CAR
CREATE_OBJ
CREATE_CONVEYOR
CREATE_GENERATOR
CREATE_DESTRUCTOR
CREATE_CRUSHER
ENDFOR
PLAYER_PED
FORWARD
MAKE_CAR_A_DUMMY
MAP_ZONE
SET_CAR_DENSITY
SET_GOODCAR_RATIO
SET_BADCAR_RATIO
SET_POLICECAR_RATIO
SET_PEDDENSITY
SET_MUGGER_RATIO
SET_CARTHIEF_RATIO
SET_ELVIS_RATIO
SET_GANG_RATIO
SET_POLICEPED_RATIO
POINT_ARROW_AT
REMOVE_ARROW
DISPLAY_MESSAGE
DISPLAY_BRIEF
DISPLAY_TIMER
CLEAR_TIMER
IS_CHARACTER_IN_CAR
IS_CHARACTER_IN_MODEL
IS_CHARACTER_IN_ANY_CAR
CHECK_CHARACTER_HEALTH
STORE_CAR_CHARACTER_IS_IN
IS_CHARACTER_STOPPED
IS_CHAR_STUNNED
CHECK_CAR_DAMAGE_LEVEL
CHECK_CAR_HAS_DRIVER
SET_ARROW_COLOUR
SET_CHAR_OBJECTIVE
IS_CHAR_OBJECTIVE_PASSED
IS_CHAR_OBJECTIVE_FAILED
SEND_CHAR_ON_FOOT
SEND_CHAR_BY_ANY_MEANS
GIVE_WEAPON
HAS_CHARACTER_DIED
IS_CAR_IN_BLOCK
DELETE_ITEM
ADD_SCORE
EXPLODE
EXPLODE_WALL
SET_STATION_INFO
LOCATE_CHARACTER_ANY_MEANS
LOCATE_CHARACTER_ON_FOOT
LOCATE_CHARACTER_BY_CAR
LOCATE_STOPPED_CHARACTER_ANY_MEANS
LOCATE_STOPPED_CHARACTER_ON_FOOT
LOCATE_STOPPED_CHARACTER_BY_CAR
SET_CHAR_THREAT_SEARCH
SET_CHAR_THREAT_REACTION
ADD_GROUP_TO_CHARACTER
IS_CAR_WRECKED
CHANGE_CAR_REMAP
CHANGE_CHAR_REMAP
CHECK_CAR_MODEL
CHECK_CAR_REMAP
CHECK_CAR_MODEL_AND_REMAP
IS_ITEM_ONSCREEN
DELAY_HERE
DELAY
CLEAR_WANTED_LEVEL
ALTER_WANTED_LEVEL
IS_CHAR_FIRING_ONSCREEN
ORDER_DRIVER_OUT_CAR
ORDER_CHAR_TO_DRIVE_CAR
ANSWER_PHONE
ORDER_CAR_TO_BLOCK
GIVE_DRIVER_AND_BRAKE
ORDER_CHAR_TO_BACKDOOR
PLAY_SOUND
SET_CAR_NO_COLLIDE
CLEAR_CAR_NO_COLLIDE
MAKE_CAR_DRIVE_AWAY
IS_CHAR_FIRING_IN_AREA
DOOR_DATA
OPEN_DOOR
CLOSE_DOOR
MAKE_DOOR_AUTOMATIC
MAKE_DOOR_MANUAL
SWITCH_ROAD
ADD_NEW_BLOCK
REMOVE_BLOCK
LOWER_LEVEL
CHANGE_BLOCK
GET_CAR_INFO_FROM_CRANE
CHECK_CAR_WRECKED_IN_AREA
HAS_CAR_JUST_SUNK
IS_CAR_IN_AIR
CHECK_NUM_LIVES_GREATER
STORE_NUM_LIVES
CHECK_SCORE_GREATER
STORE_SCORE
CHECK_MULTIPLIER_GREATER
STORE_MULTIPLIER
CHECK_RESPECT_GREATER
CHECK_RESPECT_LOWER
CHECK_RESPECT_EQUAL
CHECK_CAR_DAMAGE_POSITION
CHECK_PASSENGER_COUNT
IS_CHAR_FALLING
HAS_CHAR_JUST_SUNK
CHECK_LAST_WEAPON_HIT_CHAR
ADD_PATROL_POINT
STORE_CAR_CURRENT_SPEED
STORE_CHAR_CAR_CURRENT_SPEED
CHECK_CAR_SPEED
STORE_CAR_MAX_SPEED
LIGHT
CHANGE_INTENSITY
CHANGE_COLOUR
MOVE_LIGHT
THREAD_TRIGGER
THREAD_WAIT_FOR_CHAR_IN_CAR
THREAD_WAIT_FOR_CHAR_IN_BLOCK
THREAD_WAIT_FOR_ANSWER_PHONE
THREAD_WAIT_FOR_CHAR_IN_AREA
ENABLE_THREAD_TRIGGER
DISABLE_THREAD_TRIGGER
SET_GANG_INFO
SET_GANG_RESPECT
SET_GANG_CHAR_RESPECT
SET_GANG_KILL_REACTION
SET_AMBIENT_LEVEL
CHECK_ANSWERED_PHONE
CHECK_FAIL_PHONE_TIMER
STOP_PHONE_RINGING
DECLARE_DOOR_INFO
IS_CHAR_IN_GANGZONE
TIMER_DATA
CHECK_NUMBER_ALIVE_IN_GROUP
ADD_EXISTING_CHAR_TO_GROUP
REMOVE_CHAR_FROM_GROUP
SET_MIN_MEMBERS_BEFORE_GROUP_SPLITS
SET_CHAR_SHOOTING_SKILL
SET_CHAR_BRAVERY_LEVEL
SINGLE
DOUBLE
DECLARE_MISSION_FLAG
HAS_CAR_GOT_WEAPON
IS_CHAR_IN_ZONE
IS_CHAR_PRESSING_HORN
IS_CHAR_CAR_CAPACITY
SET_PHONE_DEAD
END
IS_TRAILER_ATTACHED
IS_CAR_ON_TRAILER
ENABLE_CRANE
DISABLE_CRANE
HAS_CAR_GOT_DRIVER
STORE_LAST_CHAR_PUNCHED
HAS_CHAR_SPOTTED_PLAYER
KILL_ALL_PASSENGERS
IS_GROUP_IN_CAR
HAS_CHAR_PUNCHED_SOMEONE
REMOVE_WEAPONS
DO_NOWT
ADD_CHAR_TO_GANG
MAKE_NEW_LEADER_OF_GROUP
PARK
HAS_PARK_FINISHED
CHANGE_GANG_CHAR_RESPECT
DO_PHONE_TEMPLATE
CHECK_CHAR_BEEN_PUNCHED_BY
UPDATE_DOOR_TARGET
IS_CAR_CRUSHED
SWITCH_GENERATOR
TAKE_REMOTE_CONTROL_OF_CAR
LAUNCH_MISSION
SAVED_COUNTER
SAVE_GAME
CHANGE_CAR_LOCK
CREATE_LIGHT
CHANGE_RADIUS
DISPLAY_BRIEF_NOW
PARK_NO_RESPAWN
ADD_LIVES
ADD_MULTIPLIER
SET_DIR_OF_TV_VANS
IS_POINT_ONSCREEN
NO_TRAIN
RADIO_STATION
START_BONUS_CHECK
HAS_BONUS_FINISHED
HAS_BONUS_PASSED
HAS_BONUS_FAILED
SETUP_MODELCHECK_DESTROY
HAS_MODELCHECK_HAPPENED
SET_CAR_NUMBER_GRAPHIC
DECLARE_POLICELEVEL
IS_CARBOMB_ACTIVE
SET_CHAR_DRIVE_AGGRESSION
SET_CHAR_MAX_DRIVESPEED
GIVE_CAR_ALARM
SET_CAR_FLAMEPROOF
SET_CAR_ROCKETPROOF
SET_CAR_BULLETPROOF
IS_CAR_ALARM_ON
PUT_CAR_ON_TRAILER
CLEAR_ALL_BRIEFS
CHECK_HEADS_GREATER
FINISH_LEVEL
CHECK_WEAPON_TYPE_HIT_CHAR
DISPLAY_BRIEF_SOON
IS_CHAR_ON_FIRE
IS_BRIEF_ONSCREEN
SOUND
CREATE_SOUND
DO_EASY_PHONE_TEMPLATE
CREATE_CHAR_INSIDE_CAR
DELETE_GROUP_IN_CAR
DECLARE_FINISH_SCORE
DECLARE_TOTAL_MISSIONS
DECLARE_TOTAL_SECRETS
DECLARE_MISSIONS_PASSED_FLAG
DECLARE_GANG_ONE_MISSIONS_PASSED_FLAG
DECLARE_GANG_TWO_MISSIONS_PASSED_FLAG
DECLARE_GANG_THREE_MISSIONS_PASSED_FLAG
MOD
SUPPRESS_THIS_CAR_MODEL
DECLARE_POWERUP_CARLIST
DECIDE_POWERUP_FOR_CRANE
HAS_CHAR_BEEN_ARRESTED
IS_ITEM_ACCURATELY_ONSCREEN
WARP_FROM_CAR_TO_POINT
CHECK_WEAPON_TYPE_HIT_CAR
SET_GROUP_TYPE
MAKE_CHAR_DO_NOTHING
SET_CAR_EMERG_LIGHTS
CHECK_OBJ_MODEL
SET_CHAR_INVINCIBLE
SET_CHAR_GRAPHIC_TYPE
MAKE_ALL_CHARS_MUGGERS
CHECK_ANY_WEAPON_TYPE_HIT_CAR
LOCATE_ANOTHER_CHARACTER_ON_FOOT
STOP_CHAR_DRIVING
IS_BUS_FULL
STOP_CHARS_GETTING_OFF_BUS
KILL_CHAR
SET_GANGCAR_RATIO
SET_SHADING_LEVEL
SET_CAR_JAMMED_ACCELERATOR
LOCATE_ANOTHER_CHARACTER_BY_CAR
LOCATE_ANOTHER_CHARACTER_ANY_MEANS
SET_CHAR_MAX_RUNSPEED
SET_CHAR_TO_STAY_IN_CAR
SET_CHAR_TO_USE_CAR_WEAPON
DECLARE_GANG_ONE_MISSIONS_TOTAL
DECLARE_GANG_TWO_MISSIONS_TOTAL
DECLARE_GANG_THREE_MISSIONS_TOTAL
DECLARE_SECRETS_PASSED_FLAG
DECLARE_SECRETS_FAILED_FLAG
MISSION_HAS_FINISHED
ADD_SCORE_NO_MULT
CHANGE_GANG_CHAR_RESPECT_AND_UPDATE
CREATE_GANG_CAR
EXPLODE_LARGE
SET_ENTER_CONTROL_STATUS
BONUS
STORE_BONUS_COUNT
EXPLODE_NO_RING
EXPLODE_SMALL
SET_ALL_CONTROLS_STATUS
SET_FAVOURITE_MODEL
IS_GROUP_IN_AREA
SET_CHAR_OCCUPATION
SET_KF_WEAPON
CLEAR_KF_WEAPON
ONSCREEN_COUNTER
ADD_ONSCREEN_COUNTER
CLEAR_ONSCREEN_COUNTER
CLEAR_CLOCK_ONLY
ARE_EMERG_LIGHTS_ON
CHANGE_POLICE_LEVEL
DESTROY_GROUP
CHECK_CHAR_CURR_WEAPON
ALTER_WANTED_LEVEL_NO_DROP
START_BASIC_KF_TEMPLATE
DO_BASIC_KF_TEMPLATE
SET_BONUS_RATING_TEXT_ID
PARKED_CAR_DATA
SET_DEATHARREST_STATE
DECLARE_GANG_ONE_MISSION_FLAG
DECLARE_GANG_TWO_MISSION_FLAG
DECLARE_GANG_THREE_MISSION_FLAG
ADD_TIME_TO_TIMER
THREAD_WAIT_FOR_CHAR_IN_AREA_ANY_MEANS
DECLARE_GANG_ONE_DEATH_BASE_BRIEF
DECLARE_GANG_TWO_DEATH_BASE_BRIEF
DECLARE_GANG_THREE_DEATH_BASE_BRIEF
PERFORM_SAVE_GAME
DECLARE_CRANE_POWERUP
LEVEL_END_POINT_ARROW_AT
SET_RECYCLE_MODEL_WANTED
CHECK_DEATHARREST_EXECUTED
FORCE_CLEANUP
STORE_CURRENT_RESPECT
RESTORE_SAVED_RESPECT
Add file RSS Files
GTA2Seq

GTA2Seq

SDK

This editor I've created creates/edits the test1.seq file so you can set the game for your needs. (i.e setting how many levels there will be and what...

Powerpatch

Powerpatch

Patch

This is a registry file that enables debug mode in GTA2. Allows for a wide variety of additional functions like zooming the camera out.

Official 1.03 patch

Official 1.03 patch

Patch

This is the final GTA2 official patch released by DMA Design.

Map0 - Zonefix

Map0 - Zonefix

Mapping Tool

Map0 is a completely empty map with 175 General Purpose zones. This folder is intended for GTA2 modders who have a problem with placing zones, for example...

MIS pad

MIS pad

SDK

MIS Pad is a script editor for GTA2 that makes writing scripts a lot easier than using Notepad or a similar program. Note: It is also not possible to...

STYtool

STYtool

Graphics Tool

This is a custom graphics editor for GTA2 that allows for editing textures/sprite graphics.

Comments  (0 - 10 of 12)
PsyWarVeteran
PsyWarVeteran - - 1,812 comments

And remember, respect is everything!

Reply Good karma Bad karma+3 votes
ϟBlack_Goku☯
ϟBlack_Goku☯ - - 198 comments

Good times on PS1 :)

Reply Good karma Bad karma+2 votes
Fenix314
Fenix314 - - 60 comments

this game looks very good

Reply Good karma Bad karma+3 votes
Mckiller2
Mckiller2 - - 109 comments

oh,the memories

Reply Good karma Bad karma+5 votes
asif_ridwan
asif_ridwan - - 2,874 comments

GTA 2 is the best game to play on GBA. But i like GTA Advance.

Reply Good karma Bad karma+3 votes
elypter
elypter - - 1 comments

there is also a vital modding community
h**p://gtamp(dot)com/forum
h**p://gta2dare(dot)omnitude(dot)net/maplist/list.php
h**p://www(dot)gtatwo(dot)fora(dot)pl/
h**p://gta2dare(dot)tk
h**p://projectcerbera(dot)com/gta/2/

Reply Good karma Bad karma+3 votes
Jevuner
Jevuner - - 625 comments

Stil multiplayer is active in GTA2 GameHunter..

Reply Good karma Bad karma+3 votes
AdiJager
AdiJager - - 165 comments

That was the last good GTA title.

Reply Good karma Bad karma-2 votes
edalad
edalad - - 43 comments

HAHAHAHAHA, nice joke

Reply Good karma Bad karma+2 votes
Fahim96
Fahim96 - - 135 comments

Finally, its here on moddb.

Reply Good karma Bad karma+5 votes
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